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Little_Ducky

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  1. Little_Ducky liked a post in a topic by Dutchy in Why does Wheel of Gifts suck...   
    Why does Wheel of Gifts suck... – that's what the title suggests. Now, give me a moment to explain why many in the community share this viewpoint.
    Let's start with the fact that this card has a bit of a bad reputation, and not for the right reasons. In the early days, there was a bug that allowed stacking the same buff multiple times. Combined with the ease of using Lost Spirit Ships, any map became super easy. This was especially true for Random PvE maps. Since the Skylords Reborn team revived the game, this bug is fixed, but the notion that this card is "good" still sticks around, especially among casual or older players.
    Now, let's understand what the card does before jumping to the present.
    Wheel of Gifts is a Tier 3 Shrine with a rare rarity. When you build it, you get to pick one of three global buffs. The first one boosts your and your allies' units, making them deal 20% more damage. The second one lets you and your allies take 20% less damage. The third buff heals every friendly unit, yours and your allies', for 3% of their total health every 4 seconds. If you build three of these buildings, you can have all three buffs active simultaneously.

    On paper, these buffs sound very impressive. This is even further enhanced when considering that the buffs are “free”. You pay 180 power upfront, and you get a global buff. However, this plays perfectly into why it is not as great or efficient as most people think.
    Since this card is mainly used in Random PvE matches, this topic will mainly focus on that area. In Random PvE you have to kill all enemies within a certain time alone, or with a group of two or four players. This time limit is part of the difficulty for the higher-difficulty maps, especially in four-player maps. These maps are also where Wheel of Gifts is commonly found. The idea behind this card is to buff up all friendly units in the game, including those of your teammates. It's a great deal because, for just 180 power, about 20 Tier 4 units can deal 20% more damage. Spending another 180 power makes these units also take 20% less damage. Imagine adding a third building that makes all friendly units heal for a percentage of their total health – it would be even better!
    Spending 540 power on building three Wheel of Gifts might not be the best move in Random PvE. For the same amount of power, you could build two Gemeyes, enough to handle earlier camps. With the strict time limits in Random PvE, investing in Wheel of Gifts can slow down your progress on the map. Here's why building them right after getting Tier 3 or Tier 4 is not a great idea:
    - You use up 540 power on a building that doesn't directly help you clear the map.
    - At this point in the game, there aren't enough friendly units to make the buff worthwhile.
    - Many spells can handle earlier camps by themselves (Maelstrom, Frenetic Assault, Cluster Explosion).
    - Your teammate has to defend and attack on their own for the first few minutes/camps, while you are stacking Wheels.
    - The buffs don't stack with other external buffs, like Unholy Hero.
    - Building Wheel of Gifts right after Tier 3 denies you two power wells and leaves your partner alone to capture the Tier 4 camp.
    On the topic of buffs. Often Wheel of Gifts is played in a single-unit deck, like Batariel or Bloodhorn. Because of the high initial investment, it is just not worth the effort to place them down.  Besides that, single-unit decks can not utilize the buffs from the Wheel of Gifts as they do not stack with other external buffs. (For more information on a Batariel deck, click the link at the bottom.)
    Now, you might be wondering if Wheel of Gifts has a place in Random PvE. It does! In the last rows of a Random PvE map, you often have excess power that's hard to use. This is the perfect time to set up Wheel of Gifts for that extra boost needed to tackle the toughest camps.
    Also, in scenarios without a timer and plenty of power, Wheel of Gifts can be a decent card to buff up your army. 
     
     
  2. Kapo liked a post in a topic by Little_Ducky in CCC #4 - Mo Card Count - UNTIL 11. MAY 2022   
    Awesome event as usual kapo, thanks for making us have a love hate relationship with mo. Looking forward to the next CCC.
  3. Little_Ducky liked a post in a topic by Dutchy in CCC #4 - Mo Card Count - UNTIL 11. MAY 2022   
    The event was announced, without details, via the calendar on the forum a couple weeks prior. Kapo also made 24 hours before revealing the event a post on the discord telling everyone that this event will be decided on whoever sends in their run first in case of a tie breaker. 
    I do however agree that this is not the most optimal way to decide a winner, especially when the event starts in the middle of the week. A lot of players play only in the weekend, or are a sleep (time-zones) for the first couple of hours when the event is reveals and because of that at a disadvantage. Of course it is impossible to please everyone, but releasing it at a Saturday, or Friday evening, would be the most "fair".
    Overall I think this event was perfectly executed. From the announcement, to the in-game advertising everyday, to giving out the rewards within 24 hours of the event deadline. All the praise to Kapo for this. Great job!
  4. Lans liked a post in a topic by Little_Ducky in CCC #4 - Mo Card Count - UNTIL 11. MAY 2022   
    The point = the card in your deck slot so you can use the card as many times as you like.
     
  5. Ragenarok liked a post in a topic by Little_Ducky in CCC #4 - Mo Card Count - UNTIL 11. MAY 2022   
    The point = the card in your deck slot so you can use the card as many times as you like.
     
  6. Little_Ducky liked a post in a topic by Volin in something needs to be done to prevent people from artificially inflating prices on the ah   
    I never understood the problem about Infect. So you have to save up like 8-10 days to get one of the most powerful and most desired cards in the whole game. Is that really that harsh? 🙂

    But yeah, Kubik comming with those weird numbers was the first great pleasure of the day
  7. Kapo liked a post in a topic by Little_Ducky in something needs to be done to prevent people from artificially inflating prices on the ah   
    There are peaks and troughs over course of a week for card prices however the past few weeks the rare and UR card prices have steadily risen back to almost pre-reforging levels if not more. As much as it saddens me to say, I doubt that the team can do anything about toxic traders who insist on hoarding cards and manipulating the market for their own gains. It's a free market, people can do whatever they like unfortunately.
     
  8. Little_Ducky liked a post in a topic by Dallarian in something needs to be done to prevent people from artificially inflating prices on the ah   
    I was once told that cards get more expensive over week, and cheaper over weekend, when people have time to put them on AH. From what I see on given graph, this trend approximately holds.
    But seeing card's price going up long-term is always not nice to watch.
  9. Little_Ducky liked a post in a topic by Dutchy in The PvP League - Phase II (Signup ends on 06.05.22!)   
    I made a video because my hype for this league is too big! Hopefully you all enjoy it!
     
     
  10. Little_Ducky liked a post in a topic by FriendlyFirefly in Video: Sunbridge   
    @Kapo Look at him not even tagging us 🥺
  11. Little_Ducky liked a post in a topic by Deadman in Video: Sunbridge   
    No mauler 0/10 
  12. Little_Ducky liked a post in a topic by Dutchy in Video: Sunbridge   
    My newest video, now on YouTube! 
    I am sharing it here as well because people were wondering why I didn't, so here you go ^^

     
  13. Little_Ducky liked a post in a topic by Mynoduesp in RTS - It's ups and downs   
    This is not a video about BF/SR, but one about RTS. Worth a watch for ppl interested in dev-ing and the RTS genre in general.
     
     
  14. Little_Ducky liked a post in a topic by Dutchy in CCC #3 - You think this game looks good? - UNTIL 08. MAR 2022   
    Hey guys, for those interested in downloading all the pictures: CCC#3 Entries.zip
  15. Little_Ducky liked a post in a topic by Dutchy in CCC #3 - You think this game looks good? - UNTIL 08. MAR 2022   
    Even though the event ended, I still wanted to take some more pictures:

     
  16. Little_Ducky liked a post in a topic by Dutchy in Official 1p rPvE Contest#3 The Minimalistic Firewatch - Difficulty 7 - Until 17th March 2022   
    Even though the map was super annoying, it was a very good event. I'm curious what the future brings!
  17. Little_Ducky liked a post in a topic by Lans in Official 1p rPvE Contest#3 The Minimalistic Firewatch - Difficulty 7 - Until 17th March 2022   
    I'm pretty blown away by the time achieved by others and humbled to have lucked out due to rank limit to have some commentary on my run. Yep, I did find @Dallarian's pure  guide to be a great help (even though I don't consider myself that new given my time playing in old days, I have always been a causal player: I didn't even know about 'Q' key for 'attack move'). It'll probably be a long while before I attempt a pure  deck though. Is pretty sad that my run times with a full deck isn't much better so I know I got lots things to improve on... I have considered split attack after T4 but don't the skill to pull it off and is absolutely amazing to see someone manage to do it so nicely (and with less cards to boot)!
     
    I did have lot of fun and earned a lot of gold doing this event (I do intend to review so replays to see if they can help me improve a little)! Thanks for the event and all the hard work for making it happen! Looking forward to future events! 🙂
  18. Little_Ducky liked a post in a topic by Metagross31 in Official 1p rPvE Contest#3 The Minimalistic Firewatch - Difficulty 7 - Until 17th March 2022   
    Thanks again to everyone who played in this contest, everyone who helped to make it possible and everyone who joined the stream yesterday!
    I am still overwhelmed by the large amount of submissions and positive feedback I received - I have received exactly 120 different replays, that were valid and counted towards the rankings in the end.
    Since I forgot to show you the full rankings during yesterday's stream, here it is:
     
    In case you are interested in which card has been used how many times, here is a list of that:
     
    And finally, all submissions are attached to this post for download, so you can watch and analyze them yourselves.
    I will send out the rewards soon, but it may take some time, becausue there are so many mails to send out.
    Make sure to read the upcoming Community Update and stay tuned for more events!
     
    Official_rPvE_Contest_3.zip
  19. Little_Ducky liked a post in a topic by Dutchy in Number of allowed decks   
    I am constantly at the limit as well. It gets really annoying to try to clone a deck after you see a cool deck in rpve but you cant because you are at the limit. It gives a bad feeling to bother the other person again with a deck request while everyone is waiting for the next game to start. I would be in favor of increasing the number. 
    An alternative would be to get a red message in the chat saying you reached the limit. Knowing this, you can preemptively delete some decks before starting your next games. 
    As Metagross31 suggested above, I think that would be a great way to spend some bfp/gold. The first new deck bought could cost either 10 bfp/100 gold, and every consecutive deck is the doubled price of the previous one. 
    10 bfp or 100 gold
    20 bfp or 200 gold
    40 bfp or400 gold
    80 bfp or 800 gold
    160 bfp or 1600 gold

    For the people with massive amounts of gold and/or bfp, there could be a cap of 150 ( or even 200)
  20. Little_Ducky liked a post in a topic by Metagross31 in Number of allowed decks   
    I also hit that limit in the past. If I remember correctly there was once the idea somewhere here in the forums to offer an increase in the max number of decks for Gold/BFP to use it as a currency sink, since mostly experienced players wilk run into the cap.
  21. Little_Ducky liked a post in a topic by Kapo in Number of allowed decks   
    I suddenly reached the limit of allowed decks and was really surprised that it is so low - if I got it right at 100 decks the game says "thats enough". Then I did some basic math:
    Not counting Introduction, there are 25 Maps total. Since we want to encourage different playstyles, you can expect that a player want to "save" his decks at least for Pure Colors, thats 100 decks for that. For rPVE, you could estimate another ~10-20, like one for each faction plus some variations like a glorious Gunners Deck or some other madness.
    This does not take into account: Any Decks for the other Factions, Decks for Contests you may want to keep, decks for Community Maps, decks for PvP, etc.

    Long Story Short: Even if you just do one Deck for the Pure Colors for Each Map you are already done and have space for nothing else. So I propose raising it to at least 200 decks per player.
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